From The Depths

From The Depths

215 ratings
Render Distance Mod
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Mods: #mod, Plugin
File Size
Posted
Updated
101.506 MB
May 22, 2024 @ 3:59pm
Jun 24 @ 8:45am
29 Change Notes ( view )

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Render Distance Mod

Description
RENDER DISTANCE MOD
by THUNDERPANZER

Mod latest version 0.3.12
BUG REPORT DISCORD: https://discord.gg/pM3kzVuBxb
IF YOU SEE PINK-COLORED OBJECTS AND/OR OTHER WEIRDNESS AFTER UPDATING TO A NEW VERSION, TRY REMOVING THE MOD FROM Documents/From the Depths/Mods/ BEFORE YOU TRY ANYTHING ELSE!

MAIN FEATURES
  • Increased render distance of terrain: You can now see everything in the map at once!
  • Fast Fourier Transform (FFT) water: Experience a more realistic and detailed water simulation, using the same technique as high budget titles like World of Warships, at roughly equal performance cost to the vanilla GPU water!
  • Ocean wakes: Your ships (and other objects) can now leave trails in the ocean! (Only works on FFT water).
  • High resolution terrain: The terrain has been almost fully replaced with a new highly detailed version. Grass is now actually grass! This is still WIP!
  • Trees: There's trees in the game now, and you can add your own if you wish! This is still WIP!
  • A new sky: This was mostly added for technical reasons, but there's a sun in space now!
  • Customization tab in the options menu: A bare minimum for a mod like this, of course.
COMING IN THE FUTURE
  • Weather rework: The very small 'atmosphere dome' doesn't feel right in a mod that aims to let you see as far as possible, so it will eventually be replaced by a better alternative, possibly featuring volumetric clouds (do not be alarmed, toggles will be added).
WHAT TO EXPECT NEXT UPDATE
  • Second iteration of the vegetation system
PREVIEW IMAGES










CREDITS AND THANKS
  • Huwahuwa for their cute mod update notifier, please keep an eye on updates!
  • The devs of Atlas for their 2019 GDC talk on FFT water; Acerola for his brilliant video on the matter and part of the shader code, and JumpTrajectory/GasGiant for the FFT compute shaders and the base project (of which I modified extensively).
  • You all, for having the patience to wait for updates with my terrible time management and the fact that I'm learning as I go...


UPDATE LOG
See CHANGELOG.txt for previous updates.
29 March 2025 [Version 0.3]
Added New Terrain
Includes high resolution textures for each biome
Includes options for bump mapping, parallax mapping and soft biome transitions
Vanilla terrain generation has been slightly altered for performance reasons
Future plans: Optimize by reworking terrain generation as a whole
Added Trees
Included 5 types of tree (2 for grass, 2 for snow, 1 for sand)
Includes options for size, density, and draw distance
Included the ability for anyone to mod new trees (Read base.treeinfo file for details)
Yet to be implemented: Tree collisions of any kind
Note: Trees and New Terrain temporarily disabled in adventure due to technical limitations
Added New Sky
Includes a seamless transition between atmosphere and space
Improved FFT Water and Legacy Water look
Improved reflections for FFT Water, now reflects New Sky, doesn't lag a frame behind, and can reflect vehicles in full quality (not LODs)
Added light interaction for FFT Water
Added more data folders for textures, models (trees)
Included shader code in source folder (changing them doesn't do anything)
Added a WARNING to RESTART THE GAME when the mod fails to load (see FtD's BUGS-4488)
Misc fixes and changes
(Hotfix 1: fixed ender trees) (Hotfix 2: fixed flashbang)
196 Comments
your average engineer Sep 25 @ 6:12am 
i cleared by mods folder and unsubscribed from all my mods to fix a bug but i reinstalled the mod and it just doesnt appear
Hardwood Panelling Sep 4 @ 10:46pm 
this mod rocks, any chance for something like particle seaspray off the bows of boats in water?
ApertureGaming011 Aug 22 @ 2:43pm 
I assume the frame drop is very inevitable?
Squigee Aug 14 @ 1:00am 
Also it appears that disabling FFT doesn't return the extra rendered ocean to the GPU ocean, it's only changing the area of the ocean within the circle back to the GPU style, having a different color and texture of water outside of the area is just ugly, and defeats the purpose of having extra render distance, until either the FPS issue is fixed or the texturing issue is fixed ill just deal with the GPU ocean.
Squigee Aug 14 @ 12:55am 
Having very similar issues to Valkie, Turning off FFT gets rid of any lag, changing all the settings to the lowest available or to "Off" didn't change anything.
ryzen5 5500GT, GTX 1650, 16gb.
Valkie Aug 2 @ 1:32am 
Last Update:

No matter if using the absolute best or worst mod settings (yes I clicked 'apply') the FPS stays the same average of 30-40.
Don't know what the culprit is anymore, but it certainly is something to do with the mod or game's code.
Something in this mod is artificially limiting my game's performance without *actually* being graphically intensive.

Wish I could use this mod because it looks amazing, but alas.
Valkie Aug 2 @ 1:24am 
Update to my last comment:

Reloaded settings, Ocean has fine FPS with no ships.
Loaded 1 ship, 202m long, basic hull shape, drops fps down to 30 only with FFT Ocean. Disabling FFT fixes problem completely.

Enabling/Disabling wakes drops FPS by another 10. Going to keep on changing settings to find the culprit I guess?
Valkie Aug 2 @ 1:17am 
With my Specs (5700X3D, 3070, 48GB 3600MHz) just enabling the FFT ocean drops my FPS from 80 constant down to ~30, Even with no vehicles loaded in. Putting all settings to minimum doesn't change this.
Control_Yeet_Delete Jul 16 @ 7:50pm 
Nvm had to delete another mod sorry
Control_Yeet_Delete Jul 16 @ 7:45pm 
Says "Missing Key in 'plugin.json'," won't load mod. Followed standard install procedure